Shifty Geezer said:As Titanio says, parallelism isn tthe issue. XB360 has that same issue. Plus the SPE's can be written for C/C++, unlike PS2's VU's that were assembler only. PS3's in order, as is XB360, as is PS2, so in that instance PS3 is no worse off then PS2 or XB360 either.
The only fundamental 'difficulty' of PS3 over XB360 is working in 256kb LS's and managing data structures to fit that.
You're another of these 'STI wasted buckets of money on a useless and overly difficult design' subscribers I see! We've no real world gaming examples, but we HAVE seen the advantages of Cell demo's over other processors, and we HAVE seen where the SPE's architecture has benefits.
Regardless of the actual hardware benefits, a lot of developers who prefer the 360 have commented on the overall dev environment and the tools they can use. Debuggers, performance tools, etc. Plus they are all tools that developers who develop for the PC are familiar with already and those who havent, claim they are easy to use. (and after seeing the pc version of the 360 controller, its obvious this is a HUGE part of MS' mid to long-term strategy: one development budget-two platforms)
That said, paralleism with 3 identical cores and 6 identical threads should be a bit easier than a PPE and SPE design where each has different needs and potentially different roles shouldnt it? (I have to credit that thought to Carmack though, as he stated in his Quakecon address.)
What we have not seen, however, is if the Cell will provide an advantage in the closed-box system known as the PS3 and i think thats what is really on trial in this thread.
J
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